Project origins
There was some discussion on the Steam forums as to how to get an update to GalCiv 2 out there.
Draginol popped in and suggested that an update incorporating the expertise of the fanbase would be the best way forward. A bugfixing update would soon be on the way.
I sent a message to the other tech tree modders, and luckily secured the assistance of Gaunathor, and later MabusAltarn, as well as some dedicated members of the community who posted some valuable feedback. They have been instrumental to the success of the community update, and I'm glad to have played a small part along the way.
Progress report
The community update has been released as part of a rollout of Stardock products on GOG.com and is also available as an opt-in beta on Steam!
Downloads and links
Issues which can't be fixed with XML manipulation.
The file archive folder, hosted by MabusAltarn.
The list of bugs which can't be fixed with XML manipulation.
The spreadsheet of data changes, hosted by MabusAltarn.
Initial discussion on Steam forums
Credits for community member and Stardock staff involvement
Gaunathor - Tech tree changes, descriptions and standardisation. AI value adjustment. Planetary improvement changes and fixes. Keeper of the change logs, spreadsheet and file archive.
MarvinKosh - Typo and description changes (English.str, Techtree.xml). Additional spreadsheet analysis.
DARCA1213 - Tech descriptions.
MabusAltarn - UI changes, tech tree changes, AI value adjustment, keeper of the file archive, spreadsheet and change logs.
Maiden666 - Suggestions for improvement (technology victory bonuses).
OShee - tech descriptions.
SiliasOfBorg - tech descriptions.
Frogboy - executable code changes.
Turning the Guide into a TG would make the cost-reduction for survey modules stop working, because the AltCostPrereq tag only works for GAs (even though the modding guide says otherwise).
So, how about this: we move the cost-reduction to Eyes, and make it work for all sensor modules, remove the bonus to the Sensors ability, and increase the sensor-range bonus to +50%.
Eyes would then provide: cost for all sensor modules is zero, location for all ships is shown on the mini-map, sensor-range is increased by 50%.
And the Guide would simply give a +25% bonus to Influence.
How does that sound?
Also, I've been writing the changelog for the GC2_Conversations.xml yesterday, and remembered something:
All of the SURRENDER topics have an underscore between the words "TO" and "PLAYER/OTHERPLAYER". Except for this one: SURRENDER_TOPLAYER_PEACE
I'm wondering, if this is a typo, causing the topic not to work. I usually play with surrenders turned off, but turned them on again just to test this. However, I never got a situation where a race I wasn't at war with surrendered to me. So, if anyone had such a situation, do you remember, if you got a message from that race first?
I've seen this on many occasions - in fact, it's the most common way for AIs to surrender to me, as usually they'll try and spite me by surrendering to someone else if we're at war - and I've never seen any problems with it.
Thanks. That settles this issue.
Hey Gaunathor what's going on?. Frogboy will be coming by today to ask about progress and files to review if he sticks to the one week schedule from last Wednesday.
If ya need any help, we are all on standby. ;- )
What I need the most right now is feedback.
As for the current status, it's looking pretty good. I've fixed a couple bugs (of my own) and made some more tweaks today:
-the Power Plants have been reduced to one tech and building (Anti-Matter Power Plant)
-the Oracle of Krynn now grants a +50% bonus to the Morale-ability instead of a +100% bonus to planetary morale
-the Neutrality Learning Center is now a 1pp
-the Eyes of the Universe now reduces the cost of sensor modules, shows all ships on the mini map, and increases sensor-range by 50%
-the Galactic Guide Book is now a TG and provides a +15% bonus to Influence
-adjusted the cost and size of the sensor modules (a bit smaller at the beginning, and a bit more expensive towards the end) and added a fourth module (there used to be one in DL and DA, but it got "lost" in the move to TotA)
-tweaked the size of the engines a little (it was driving me nuts, that the Designer showed them out of order)
-adjusted the research-costs of some manufacturing techs
-changed the Categories and AIValues of some techs, adjusted the AI value of some improvements
The AI is now playing a bit better. Not much, but it is a definite improvement.
I'm going to upload a new version today, but want to make some more changes first.
The new version is up. The link for it is the same as the old one, so you can use the one in the OP.
I didn't do much more than what I've already said in my last post:
-changed the description of the cons for the Drath, Thalan, and Krynn
-fixed some bugs on the maps of the Dread Lords campaign
Most of the bugs in the scenarios and campaigns revolve around the tech trees. So I don't want to get too involved in them just yet, because there is still a chance that some of the tech trees may change.
Cool. I'll check it out and get back to you.
I did a video playthrough of the update so far to help people get a feel for the changes. It'll be up on my channel later tonight.
I haven't got very far but it seems to play quite well and I'm looking forward to cranking out another episode to see how the Korx get on!
Nice.
I did a couple more changes today.
Psionic Beams and Arnorian Battle Armor now require Particle Beams III and Duranthium Armor respectively, as I originally intended. I consider the Evil weapons and Good defences tier 3 items, even though they are much more powerful. However, I also toned down Psionic Missiles and Psionic Shredder a little, because they were better than the tier 5 weapons.
I've moved the Maser (previously called "Particle Beam") to Beam Weapon Theory, and the Armor Plating to Armor Theory. I've also added a Basic Deflector (Shield Defense Theory) and a Basic Chaff (Missile Defense Theory) component. In other words, the Weapons/Defence Theory techs are going to stay after all.
The Drengin and Korath now have access to the Counter Espionage Center. I was tired of them not having any defences against spies. Though I still need to get the AI to actually research the tech / build the improvement. It just doesn't want to cooperate at the moment. Same goes for their Culture techs.
I'm using a 25%/25% standard for the starting GAs now. This meant the following changes:-Stellar Forge and Aquatic Transport Station now grant 25% to the planetary economy, instead of 10%-Innovation Complex now grants 25% to planetary influence and 25% to Creativity, instead of 50% to influence and 10% to Creativity-Maintenance Grid now grants 25% to Morale, instead of 20%
Speaking of the Yor, I'm currently testing a 10% economy bonus to the Collectives (along with a +1 increase in maintenance). The AI seems to handle it okay so far. It doesn't build any more Collectives than usual. The change also doesn't feel too powerful from what I can tell. If further testing works out, and there are no objections to it, I'm going to keep this change.
The Arceans and Altarians are now researching Weather Control/Divergent Evolution, and make good use of the improvements. Sadly, they are the only ones. The Drath still refuse to research Divergent Evolution, even though they have access to it. This is also true for most races and the regular Terraforming techs. They just don't much care for them. Still, it's at least some progress.
Two more questions:
1. Should we give the Altarians, Drath, and Thalan access to the normal Ethics techs (Concepts of Righteousness/Malice/Neutrality)? Sure, the Thalan and the Good Altarians get some pretty powerful stuff of their own, to make up for the loss. It still hurts a lot to not have access to some of those GAs, however. The Drath, on the other hand, are not as lucky, because they don't get any replacement techs. Oh sure, they get Creative Good, if they choose Good, but that's it.
2. Should we improve the Terror Star? Sure, we can't change its speed (which is its main problem), but we could add some basic defences and/or military-assistance capabilities.
Well, if I'm being honest, I didn't find the ethics techs beyond the first one to be terribly useful and I would never aim to build a Temple of X as part of my strategy. In that respect, the Altarians and Drath at least have something interesting (to me, at least) going on.
As for Terror Stars, well, I guess it depends on what is a balanced amount of defence and military assistance. Bear in mind, the maintenance on that sucker is, so far as I know, going to stay at the standard 5bc a week. So, enough to spank some X-Wings, I guess?
There does seem to be something wrong with the AI not researching terraforming. Those are usually very useful technologies. I think perhaps they are a tad bit overpriced and thus they simply fall to the bottom of the pile as far as the AI is concerned.
Edit: Also, after trying twice to get the video to upload from my editor, I did it the olf-fashioned way, export to file and then upload. You can see it here.
There are still a few things on the to-do-list that I'd like to get some feedback on. I've split them up into things that definitely need to be done, and things that may need to be done/would be nice to have.Definite things:1. Power Plants. The 1pp-bug is still an issue with them. My current idea to fix this is to reduce the number of techs and improvements to one. This has the benefit of not reducing the manufacturing output of factory-users, like turning the Power Plants into ability-bonuses would, or giving the other races an unfair advantage, like turning the Power Plants into starbase modules would. The only question is, when should the tech become available? A +30% manufacturing bonus right after Xeno Industrial Theory might be too powerful. However, the AI might not have any space left to build the improvement, if the tech is placed after Manufacturing Centers.
What bug? I don't see the AI having any problem building (and upgrading) the various powerplants at all. The only issue I might see is that sometimes, the AI will prefer to build a powerplant on a planet without building factories first. That's a minor issue overall, though. The primary problem if powerplants (if you call it a problem) is that there's no ability to 1pp ALL the power plant improvements. So it's possible to have a Quantum Power Plant, the Iconian Molecular Fabricator, and the Drengin/Korath Devil's Forge all on the same planet. But I don't think that's important enough to care about, because it's HIGHLY unlikely.
2. Krynn morale improvements. As I've said before, the Krynn currently don't have any spammable morale improvements. Only two 1pps (three, if you count the Counter Espionage Center). Sure, they start with a huge racial bonus to Morale, and I've also added a couple more bonuses to some of their techs, but that only goes so far. Once huge population numbers, and the AI having to build both 1pps on all planets, come into play, this is going to be problematic at best.One way to solve this is to remove the build-limitations of the Temple and Order of Krynn, and make the former upgrade into the latter. However, this has the potential to make the Thalan "pink blob of doom" seem like child's play in comparison, because those improvements also provide a big boost to influence. Another way is to change how the Oracle of Krynn GA works. It currently provides a +200% bonus to morale, and a +100% bonus to influence. I would change this to a +50% bonus to civ-wide morale, and +200% to planetary influence. This would also have the benefit of alleviating another potential AI issue. The AI seems to use the civ-wide approval rating to gauge how high it should set the tax rate. Planets with unusually high morale bonuses inflate this rating, which can cause the AI to set the taxes higher than is good for the rest of the empire.
I'd just fix the OoK as you describe. And the Krynn DO have a spammable morale improvement - the basic Entertainment Center is available at the beginning of the game off of Industrial Revolution: +10% morale for 1bc. They don't need anything else.
4. Techs without benefits. There are still some techs in the game which don't give you anything, except for access to the next tech. Namely the Tech Victory line of techs, Beam Weapon Theory, and the Defence Theory techs. Though I might be forgetting some others. The most obvious bonus for the Tech Victory techs is a Research bonus. However, it would also be the most boring. As for the Theory techs, I'd like to scrap them completely, and move the Space Cannon and Sparrow components to Space Weapons.
Leave the Tech Victory things alone. The whole point of them is to get the Tech Victory, so they "give" victory conditions.The whole point of owning them is to get you closer to victory, so no "bonus" is needed.
I'd go a different path with the military stuff - move the Particle Beam from Space Weapons to Beam Weapon Research. Also, it seems that the "Theory" techs are used by the AI to determine which major line of weaponry and defense will be researched. I've often run into cases where a race won't research any defenses or weapons until they trade for one of the Theory techs, unless they're in a war. Having the Theory techs seems to be some way to hint to the AI that the race should develop that line. I've noticed that this doesn't happen with upper level techs much, so if I trade a Laser 2 to a race, they won't tend to research Laser 3, but if I trade Beam Weapon Theory to them, well, that just sets them off into researching all the beam weapons.
Possible things:1. Add a small economy bonus to the Collectives. This depends on feedback regarding the state of the Yor economy. Should my previous changes not be enough to improve it, then I'll add a (non-increasing) +10% economy bonus to the Collectives. However, I will also need to increase the maintenance to compensate for this increase in power.
My feelings on this is just add another 1pp economic improvement for them instead.
Move the Efficiency Center from Efficiency Studies 3 to 2 (and lower the maint to 1bc), then add another Super-Efficiency Center (+25% econ, +2bc) as a 1pp at Efficiency Studies 4.
2. Eyes of the Universe. This GA renders Sensor components obsolete. This is because it not only gives a +10% bonus to the Sensor ability, but also a +20% boost to the sensor-range. For example, your ship has a base sensor-range of 2. You'll add 11 from your Sensors ability (+1 from the Sensors tech, and +10 from Eyes), and then another +20% on top of that ((2+11)x0.2=2.6 rounded down to 2), which gives the ship a sensor-range of 15 (which is the max you can have).The advantage this gives the players is obvious, so I'd like to reduce the power of the Eyes. One possibility is to reduce the bonus to the Sensor ability. Another is to remove that bonus completely, and instead increase the boost to sensor-range a little.
Just remove the +20% boost to sensor range, leave everything else.
3. Agony Coordination Grid. The tech specifically refers to a 1pp building, so I added it. However, this makes the Drengin and Korath stronger researchers than most of the races, due to my changes to the standard labs. I would like to get some feedback if that needs to be addressed (possibly by removing the improvement again, and changing the tech description).
I don't see anything in the tech that has such verbiage. I'm looking at TotA, and the tech says "Increases research on worlds through pain." That doesn't indicate a 1pp in any way. Don't create one in there.
I also seriously suggest removing the +5% research bonus from HyperMainframes from both races. It should look just like the standard "gives Tech Capital" tech. They're already getting research bonuses from other techs that everyone else doesn't get, and, their path to Tech Victory is shorter than most, so remove that cheap bonus is The Right Thing.
4. Neutrality Learning Center. I changed it into a SP with a +10% civ-wide Research bonus. However, there has been a suggestion to turn it into a 1pp. What does anyone else think?
You know what I want.
Sorry for the out-of-order post.
One question: what problems did you see with the Power Plant stuff, that necessitated removing all 3 and using just one? I generally never saw a problem with the AI building any of them effectively.
There's a bug with 1pp buildings that upgrade. If the upgrade is destroyed, it is impossible to rebuild anything in that upgrade chain.
The Temple weren't what I was after. I was thinking more of the MCC, the No Mercy(!) Invasion Center, and the Artificial Slave Center from the Evil side, and the Empathic Tactical Center from the Good side (the Hall of Empathy isn't that great). Or just the Secret Police Center, which everyone could get.
The Altarians for sure. The Drath, however, like I said, only get Creative Good as a replacement for Good and Evil, Concepts of Righteousness, Concepts of Malice, and Balanced Vision.
I was thinking the equivalent power of the first two Starbase Militarization techs. So, +10 attack and +20 defence to the Terror Star, and +3 to the attack and defence of the ships in the area. It's not much, they still need an escort, but they are at least no longer sitting ducks for any pea shooter in the area.
Yes, I'm going to try lower costs for them (especially Habitat Improvement and Terraforming), and see if that helps. If not, then I'm going to changed the Category to Biology. The AIs usually have no trouble going for that.
Nice. I'm going to watch it later. Still have a lot of work to do today.
Not anymore. Industrial Revolution providing access to the Entertainment Network didn't make sense to begin with, but it also gave access to the building to races, who have no way to improve it. So I changed the tech requirement to give the Entertainment Network only to races who can make full use of it: Arceans, Korx, Minors, and Terrans. Well, the DL too, but they don't build it. Plus, the EN just made no sense for the Krynn. I simply can't picture those religious nuts sitting on a couch and watching TV all day.
The Drengin, Korath, Krynn, Thalan, and Torians, already get bonuses from those techs (or their equivalents). So, should I just remove those, because the "real" bonus is winning the game? Also, what about games where the Tech Victory is disabled? You can bet the AI will still research those techs. Shouldn't it at least get some benefit from doing so, instead of it being just a big waste of time?
Also, there seems to be a disconnect between what the techs say they do, and what the techs actually do. They all say that you uncover the great truths about life, the universe, and everything. That you develop great powers, due to that knowledge. Yet, as far as the game is concerned, your race is still the same. There is no difference between it, and a race that hasn't researched those techs. That's immersion breaking to me.
Already done.
Not as far as I can tell. The Thalan don't have access to those techs, and they have no problems researching weapons and defences. In the vanilla game, the Altarians and Drath don't have access to them either, but they also have no problem. Well, except for the Altarians general problem with researching weapons.
The AI has trouble dealing with all those must-have 1pps. This is the biggest reason why I reduced their number. There is just no guarantee that the AI will have enough space on its planets to build those 1pps. And even if it did, it might decide to not build them after all, despite those 1pps having a high AI value. For example, the Recruiting Center and the Orbital Command Center both have a AI value of 1000. Yet, the AI doesn't build the former, while it drags its heels in building the latter.
In other words, I disagree with this idea.
Here is the full description of the tech:
"Drengin scientists have been bred for hundreds of generations to be researches that are motivated by pain being done unto themselves.
The scientific agony coordination grid is a one-of-a-kind (per planet) center that monitors the brain waves of every researcher on the planet and can induce the proper type of pain (there are so many types of agonies to choose from) to optimize the researcher's productivity.
As a result, planets with Agony Coordination Grids see a significant boost in the research being done in their labs."
Can you see it now?
I went the other route, and gave that bonus to everyone instead. Fair is fair, right?
Yes, which is why I asked for everyone else's opinion regarding the matter. In any case, I changed the NLC into a 1pp for now. Just to test how that goes.
This problem. Granted, it is rather rare, and the ability to fully trade the Power Plant techs alleviates it somewhat. However, I noticed it often enough to be concerned. Also, having access to the tech won't protect you from all ways the Power Plants could get destroyed. For example, they can also get destroyed by the effects of certain invasion tactics, or by the players themselves. Wouldn't it suck to not be able to re-build the Power Plant, just because the AI placed it on a bad spot, and you wanted to put it somewhere better?
The Navigation Centers were also affected by this. Which was even worse, because the Arceans rely on them to increase the speed of their ships. However, I already fixed the issue for them.
Coulda asked me to make a less dry description, you shouldn't have things like (1pp) in a parentheses much less AT ALL in the detailed description for it breaks immersion. Better ask me next time!
Here's the thing I don't like about the Orbital Command Centre. It's given by a tech which allows you to build a slightly bigger fighter. But it is essentially useless until you actually have some weapons so you can fleet ships in orbit effectively.
Two thoughts here.
Could we have the civ capital give an <F_LogisticLimit>5.0</F_LogisticLimit> so that any civ which still has a capital gets at least the ability to defend with five ships in orbit? So then, the OCC is an upgrade (one would hope) but if the AI for some reason doesn't build it, it isn't necessarily horribly gimped at defending.
Could we move the Orbital Command Center to a more fitting tech which doesn't unlock anything at the moment except more techs, let's say... Space Weapons?
I thought of something like that while working on Autumn Twilight, and, sadly, it doesn't work. The F_LogisticLimit tag is hardcoded to work only for specific improvements, i.e., the HyperionFleetManager (InternalName of the Orbital Command Center) and the OrbitalFleetManager.
Space Weapons still gives you more than just access to more techs. Namely a 5% bonus to Military Production. Granted, this isn't much, and I'm already considering to either increase it to 10%, or to replace it with a bonus to Weapons. Now that should get the AIs attention.
As for moving the OCC to Space Weapons, I'm not so sure. It doesn't really fit thematically. However, like you said, fleeting your ships is pointless without weapons.What about Space Militarization? It is warfare-related, it's on the way to the weapons, everybody has access to it (unlike Planetary Defense, which would fit thematically the best), and pretty much everyone researches it without problem. Sure, it also unlocks the Recruiting Center. Making it unlock an additional improvement, may be a bit much then.
As for the AI not building the OCC, I'm considering the possibility that the AI value is too high for the AI to handle. I'm going to reduce it and see if that will help. I'll also add the morale bonus back in. That should get at least AIP 7s attention. I removed the bonus originally, because the AI loves to build the OCC on approval bonus tiles, even if it has access to morale improvements with a bigger bonus. However, if I have to choose between the AI gimping approval on one planet, and the AI gimping its defence on all of its planets, then I'll gladly take the former.
I finally had some time to watch your LP. I flinched pretty hard when you announced your intentions to build the Gravity Accelerators, because I knew exactly what would happen. I really have to do something about that, because in 95%+ of all games, the Thalan are going to build it first. They start out with Artificial Gravity, and don't have much else to build at the start. So they can focus all their energy on getting that TG.Oh, and yes, I did give the Korx access to the Xeno Entertainment techs. They did start out with the Entertainment Network, but had no way to improve it. That just didn't make any sense to me. Especially because it's so easy to make a lot of money from entertainment. You'd think the Korx were already all over it.
Hehe, it's okay. Ish. If the Thalans build Gravity Accelerators early on, the flip side of that is that anyone who conquers the planet now controls it, without having needed to invest a single credit to build it.
Still, it is quite a powerful improvement in the early game.
Perhaps, solving two problems at once, switch it around with Orbital Command Centre?
Then give them a Temple, like the Drath/etc at a tech that hangs directly off of The Path, where it makes more sense. That should have no problem being built.
The Drengin, Korath, Krynn, Thalan, and Torians, already get bonuses from those techs (or their equivalents). So, should I just remove those, because the "real" bonus is winning the game? Also, what about games where the Tech Victory is disabled? You can bet the AI will still research those techs. Shouldn't it at least get some benefit from doing so, instead of it being just a big waste of time?Also, there seems to be a disconnect between what the techs say they do, and what the techs actually do. They all say that you uncover the great truths about life, the universe, and everything. That you develop great powers, due to that knowledge. Yet, as far as the game is concerned, your race is still the same. There is no difference between it, and a race that hasn't researched those techs. That's immersion breaking to me.
We'll agree to disagree.
Not as far as I can tell. The Thalan don't have access to those techs, and they have no problems researching weapons and defences. In the vanilla game, the Altarians and Drath don't have access to them either, but they also have no problem. Well, except for the Altarians general problem with researching weapons.[\quote]
But for the races that do have the theory techs, they most certainly do have the effect I describe.
The AI has trouble dealing with all those must-have 1pps. This is the biggest reason why I reduced their number. There is just no guarantee that the AI will have enough space on its planets to build those 1pps. And even if it did, it might decide to not build them after all, despite those 1pps having a high AI value. For example, the Recruiting Center and the Orbital Command Center both have a AI value of 1000. Yet, the AI doesn't build the former, while it drags its heels in building the latter.In other words, I disagree with this idea.
I don't see the AI having any problem with building Recruiting Centers - I'd say 90%+ of all planets I've taken over (or even spied on) have a RC sitting on them. A few haven't, but they're in the very small minority. The OCC I see getting built by any of the aggressive races really quickly.
Some of this may be due to the fact I play on Suicidal pretty much exclusively now.
Space for the improvement isn't such a big deal - it's a constriction on everyone, and if the Yor has too many PQ4 planets, well, they did a crappy conquest job, too.
Here is the full description of the tech:"Drengin scientists have been bred for hundreds of generations to be researches that are motivated by pain being done unto themselves.The scientific agony coordination grid is a one-of-a-kind (per planet) center that monitors the brain waves of every researcher on the planet and can induce the proper type of pain (there are so many types of agonies to choose from) to optimize the researcher's productivity.As a result, planets with Agony Coordination Grids see a significant boost in the research being done in their labs."Can you see it now?
Yes, I finally played through far enough to see that was the description when you get the tech. Frankly, I ignore that pretty much everywhere. I'd vote for removing that verbiage from there before I would add in another improvement. You don't see any indication anywhere else that the ACG will be giving you a building - just in the fluff AFTER you've chosen to research it. Fix the fluff, instead.
This problem. Granted, it is rather rare, and the ability to fully trade the Power Plant techs alleviates it somewhat. However, I noticed it often enough to be concerned. Also, having access to the tech won't protect you from all ways the Power Plants could get destroyed. For example, they can also get destroyed by the effects of certain invasion tactics, or by the players themselves. Wouldn't it suck to not be able to re-build the Power Plant, just because the AI placed it on a bad spot, and you wanted to put it somewhere better?The Navigation Centers were also affected by this. Which was even worse, because the Arceans rely on them to increase the speed of their ships. However, I already fixed the issue for them.
I had noticed that on rare occasions - wasn't sure what the cause was. That's interesting...
Move the Gravity Accelerator to Interstellar Construction, and the OCC to Artificial Gravity? It doesn't really make any thematic sense, but I guess that's okay in this instance. Still, I don't think you need the OCC that early. I'll keep it at Space Militarization for now, and see how that goes. At least the AI no longer has a problem building it. Removing the morale bonus really did seem to have an effect on that.
I might do that, if the current approach doesn't work out.
Okay.
It's less an issue of "low-PQ planets" and more of "AI already used the space for something else".
Then there is the total amount of must-have 1pps. To stay with the Yor, they have: Maintenance Grid, Research Matrix, Efficiency Center, Recruiting Center, Counter Espionage Center. I've already reduced that number by turning the Maintenance Grid into a GA, and disabling the Efficiency Center (Efficiency Studies grant a bigger bonus instead). However, I've also increased it again by making the Manufacturing Vortex more efficient, and turning the Distributed Energy Matrix into a (much more efficient) 1pp. You'd actually want to build those two now, because they provide more production, at less maintenance, than two Ultimate Collectives.
Now, take a look at the Iconians. They have: Precursor Archive, Precursor Library, Interstellar Refinery, Molecular Fabricator, Merchant Trade Complex, Recruiting Center, and Counter Espionage Center. I've already turned the Precursor Library into a GA, but that still leaves a huge amount of 1pps. The only way to get the AI to build all of them is to increase the AI value and hope for the best. Which isn't really a sound strategy, if you want the AI to make good use of its planets.
That's also true for several other techs (like Pain Amplification, Death Furnaces, Enhanced Slavelings, and Artificial Slavelings), so I don't consider that a good enough reason to remove the ACG. However, I probably will remove it despite that. Partly because it makes the Drengin and Korath a bit too powerful, partly because the AI has trouble properly using it, and partly because I don't want to add too much new stuff (even though both the tech description and the graphics indicate, that it was the devs intention to have that building).
I made a couple more changes today, and I think I may be finished with the layout of the tech trees:
1. The Iconians have now access to Enhanced Adaptation. Primarily because they need more space for all their 1pps, but also because it makes perfect sense for them. I mean, if anyone should have that tech, its the Super Adapters.
2. The Drath now have access to Paradise Worlds, Righteous Justice, and Righteous Might. It's not a perfect replacement for all the standard Ethics techs, but at least it's an improvement. Well, if the Drath go Good, that is. If they go Evil, then they're screwed.
3. The Yor tech Extended Lifetime is now just a skin for the tech Fertility Acceleration. I did this, because the Yor could get both techs, and thereby achieve a huge pop. growth, higher than anyone else. Even more, if they then also build the Aphrodisiac TG. While it doesn't make much sense for the Yor to have (or use) Aphrodisiac, this was already the case in the game. So I'm not too worried about it.
4. The techs Fleet Battle Tactics and Fleet Defense are gone now. They were just stepping stones to get to the actually important techs. So I decided to remove them, thereby reducing the amount of time the AI is wasting on those techs.
Besides the above, I also implemented my changes to the Terror Stars. They are now the mobile equivalent of a military starbase equipped with tier 3 modules. The previously planned tier 2 equivalent was a bit weak after all. One interesting side note is, that the AI no longer scraps the Terror Star, if you give one to them. I don't know, if the AI would actually use the Terror Star to destroy a star now, or build one from scratch, if it has the tech.
I've switched the Drengin and Yor to AIP 8. They're now quite the threat, but still need some work. Well, the later is true for everyone, so that isn't saying much.
So I forgot to ask, but when you update do you mean that the file archive under the link is up-to-date?
I'm thinking about doing a video playthrough every Thursday or Friday and it's honestly it's no bother if I have to re-play some turns off-screen to get up to the same sort of point as when I left off, or to highlight something cool and new, but I like to make a note of when the archive was updated in the video, that's all.
Also, is there a particular way to pronounce your username, else I'm liable to say it funny, like I did with 'Space Miner.'
Give me karma if its Gaün/a/thor. sadly I forgot the proper display of actcent marks...or even how to spell actscent...but I think I got it right.
I specifically mention when I update the archive, though the spreadsheet is always fully up-to-date. If everything goes right, I'll do another update tonight.
Gah/na/door. Basically, the first 'a' is pronounced like in "bath", the 'u' is silent, and the second 'a' is pronounced similar to the first, but shorter (I can't think of a English equivalent right now). The 'thor'-part, however, should be obvious now. The emphasis is on the 'Gah'-part.
Still, I wouldn't be upset, if you Dune-ify my name like the Space Miners. The Spice must flow!
I have no idea, how you'd say that out loud. Gäun/a/thor would be a accurate use of the Umlaut. However, it would also sounds extremely silly: Goin-a-thor.
A new version is up. Same link as before.
The biggest change is a fix for a pretty nasty bug. Every time a starbase with defences got attacked, the game crashed. It took me a while to figure out what was wrong, but it's fixed now. The cause for the crash was, that one of the weapon-components I disabled was used by the game for the starbase-attack. The game couldn't find the component, and therefore crashed.I didn't notice this sooner, because I used the cheats to make the AI play against itself. Today was the first proper game I played of this version. Still, I am a bit surprised, and worried, that nobody reported this bug before.
Anyhow, I had a little setback with the AI. Some of the races (primarily AIP 11) no longer researched weapons within the first 3 years. None of my other changes should have affected this, so I had to reset all AIValues. I haven't quite got the AI back to the level it was before, but it should do okay for now.
The Yor are probably the strongest right now. My game today was against them, and I was losing. The settings were Small map, Common All, 8 minors, Tough difficulty (I usually play on Crippling). I played as the Terrans. The game already began on a great note: I lost the colony-rush. I only got 7 planets, while the Yor got 11. I then made two huge mistakes. I let the Yor have the Influence resource near Earth (they already had a constructor on the way), and instead went after the Military and Economics resources. The Yor managed to get another Influence resource, and two Research resources. My second mistake was, that I postponed researching Advanced Colonization. There were several Aquatic and Toxic planets, but I wanted to first improve my economy, by establishing trade-route with all the minors, and build up my military. This almost cost me the game, because the Yor were soon pretty close to a Culture victory. I only barely managed to avoid that, but the Yor simply declared war on me shortly after (but not before extorting me for money). At first, I wasn't too worried. The Yor didn't have any defences against my Railguns, while my ships were outfitted with ECM III against the Yor's Seeker missiles. What I forgot to consider was the Yor's manufacturing capacity. They could, and did, simply outproduce me. And then the game began to crash... Constantly. Too bad, because I'm really curious, if I could have still turned it around somehow.
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